Looking-Glass/Assets/VRTemplateAssets/Materials/Pointer/Pointer Outline.mat
2024-02-02 12:54:47 +01:00

88 lines
2.3 KiB
Plaintext

%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!21 &2100000
Material:
serializedVersion: 6
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Pointer Outline
m_Shader: {fileID: 4800000, guid: 5e723135b0fd1e34ba403dc074c61877, type: 3}
m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _EMISSION _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _Alpha: 1
- _Blur: 1.5
- _BumpScale: 1
- _Cutoff: 0.5
- _DetailNormalMapScale: 1
- _DstBlend: 10
- _GlossMapScale: 0
- _Glossiness: 0.27
- _GlossyReflections: 1
- _GradientSize: 2
- _Metallic: 0
- _Mode: 3
- _OcclusionStrength: 1
- _Offset: 0
- _Parallax: 0.02
- _RimPower: 1.79
- _Scale: 2.45
- _SmoothnessTextureChannel: 1
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 0
m_Colors:
- _Color: {r: 0.504, g: 0.504, b: 0.504, a: 0.2}
- _EdgeColor: {r: 1, g: 1, b: 1, a: 0.9019608}
- _EdgeData: {r: -0.12, g: 0.88, b: 0.74, a: 1.5}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
m_BuildTextureStacks: []